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Mend Armor | |
Last Updated: | 2/1/2025 |
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Spell Name: | Mend Armor
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School: | Nature
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Spell Level: | 1
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Duration: | Instant
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Range: | Touch
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Target: | Character or Object
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Flag: | No
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Dispel: | No
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Spell Description: | Repair armor and other broken things.
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Prerequisite: | None
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![]() Oil | |
Oil Name: | Mend Armor
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Scarce: | No
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![]() Scroll Information | |
Scarce: | No |
This spell is the primary means of repairing damaged gear in the game.
Description
Repairing armor typically requires time and the days between events is how we represent the real-world process of taking it to a blacksmith. However, taking your armor to a blacksmith in-game is impractical and often impossible. The Mend Armor spell provides a solution, allowing you to instantly repair damage to your armor.
Some may question why this spell falls under the Nature school of magic. This is because the spell doesn't alter the armor's shape or enhance its properties like it would in the Enchamtment school and instead focuses on restoring damaged components. This includes mending broken leather straps, repairing cracks in metal, and restoring the integrity of natural armor. Essentially, it's about returning the armor to its intended state.
Effect
Casting this spell has one of the following effects:
- Remove all damage to physical armor.
- Remove all damage to natural armor.
- Remove the Broken Equipment condition from broken item.
Detailed Interactions
- If a target has more than one thing that needs to be fixed: Only one thing can be repaired at a time- physical armor OR natural armor OR an item with the Broken Equipment condition. You will need to cast multiple times to fix multiple things.
- Some natural armor cannot be repaired and will say so on the item giving the effect.
- A target with Enhance Armor or similar armor-enhancing effects: Armor points granted by these effects are also repaired when casting Mend Armor unless otherwise specified.
Sample Incants
Septly
Like a flowing river upon a rough stone, the Elemental will remove all imperfections with Mend Armor!
Neutral
Must not think I am a charmer, all these dents call for Mend Armor!
Evil
Dust from the grave shall fill the gaps and peel the rust as I cast Mend Armor!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Mend Armor | Yes | Yes | 4 | Item casts Mend Armor. May be taken multiple times. Can be cast 1/event for each time taken. |
References
The Broken Equipment Condition
Anything that would give this condition will explicitly say so. If an item is given the Broken Equipment condition, you are unable to use it for its intended purpose until it has been repaired.
If a shield takes 4 or more cumulative points of damage from 'Acid!' it gains this condition automatically. Broken shields do not block/stop anything. In fact, should the shield be hit by any attack (even ones that are normally shield blockable), you automatically treat that attack as hitting the arm holding the shield.
To remove this condition the Broken item must be placed flat on the ground (or some other stable surface) and the player must role-play repairing it while casting the Mend Armor spell.
Order of Prevention Effects
When you are hit do the following in this order:
- Check for on-going prevention effects (immunities such as the spell Mind Blank).
- Check for one-time prevention effects (effects like the spell Spirit Shield).
- Apply remaining damage to Magic Armor.
- Apply remaining damage to Physical Armor.
- Apply remaining damage to Natural Armor.
- Apply remaining damage to Body Points.
- If any damage remains take a Wound condition in the location hit.
Casting Spells
The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.
For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.
Power Points
Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.
Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.
Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.
Incantation Requirements
To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.
Requirements for a proper incantation:
- An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
- You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
- The incantation must clearly convey EXACTLY what you are casting.
- Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
- You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.
Categories: Spells | Nature Spells | Level 1 Spells | Physical Armor | Natural Armor | Shields
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